Huge Monstrosity, Unaligned
Armor Class 14 Natural Armor
Hit Points 114 (12d12 + 36)
Speed 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
4 (-3)
WIS
13 (+1)
CHA
2 (-4)
Damage Resistances Cold
Damage Immunities Poison, Psychic
Condition Immunities Poisoned, Prone
Senses Blindsight 120ft (blind beyond this), Passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Aquatic  The Barbed Glory cannot breathe out of water

Cyst  The Barbed Glory has a single pulsating cyst. It can be attacked (AC 15; 10 hit points; immune to psychic and poison damage). Destroying the cyst deals no damage to the Barbed Glory, which can extrude a replacement cyst if given time. Roll a d6 at the start of each of the Barbed Glory's turns when it is missing it's cyst. On a roll of a 6, it regains it's cyst. While the Barbed Glory is without a cyst, it's Hypnotic and Illumination traits are suppressed

Illumination  The Barbed Glory sheds bright light in a 30ft radius in all directions, and dim light for an additional 30ft

Hypnotic  When a creature starts its turn within 30ft of the Barbed Glory and is able to see the Barbed Glory's glow, the Barbed Glory can magically force it to make a DC 15 Charisma save, unless the Barbed Glory is incapacitated. On a failed save, the creature can't take reactions until the start of it's next turn and rolls a d8 to determine what it does during that turn. On 1-4, the creature does nothing; on 5-6, the creature takes no action but uses all it's movement to move in a random direction; on a 7-8, the creature makes one melee attack against another random creature, or does nothing if there is no creature within reach. Unless surprised, a creature can't avert its eyes to avoid the saving throw at the start of the turn. If the creature does so, it can't see the Barbed Glory until the start of it's next turn, when it can avert it's eyes again. If the creature looks at the Barbed Glory in the meantime, it must immediately make the save

Actions

Multiattack   The Barbed Glory makes 2 attacks with it's tentacles

Bite  +7 to hit; 5ft; one target. Hit 22 (4d8+4) damage

Tentacle  +7 to hit; 30ft; one target. Hit 13 (2d8+4) slashing damage

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

AzmundisTheGreat

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